How to improve Nexuiz visually?

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Re: How to improve Nexuiz visually?

Postby qubodup » Sat May 03, 2008 3:58 am

[code]
rufsketch1 wrote:I'm really not sure on what grounds you're saying nexuiz isn't pretty.

I think it's mostly a psychological thing. the animations really are important. You/I has/have an expectation of bodily movement and movement in the level go hand in hand. In nexuiz the animations go against what your brain thinks they should do.
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Re: How to improve Nexuiz visually?

Postby HarryButt » Sat May 03, 2008 11:44 am

qubodup wrote:In nexuiz the animations go against what your brain thinks they should do.
Dito.
Okay, after a while, I noticed, we actually have jump animations. Still, they're kinda hard to notice and start being visible pretty late (like at the highest point of the jump).
I don't want stuff like in OA, when this marine guy does a backflip every time he's jumping backwards. That's over the top. But these have to be more explicit.
What's still over the top are the running animations. They remind me of Sonic The Hedgehog.
The Nexuiz optics offer potential, that's not being used by character models atm.
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Re: How to improve Nexuiz visually?

Postby [-z-] » Sat May 03, 2008 2:14 pm

[GF]HarryButt wrote:[when this marine guy does a backflip every time he's jumping backwards.


Though this is welcomed as a 'taunt' jump.
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Postby PinkRobot » Sat May 03, 2008 4:01 pm

Okay, after a while, I noticed, we actually have jump animations.


New for 2.4 I believe, they are cool. I wondered why the taunt animations were not included in Nexuiz until MrBougo showed me why... ehehe.
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Postby rufsketch1 » Sat May 03, 2008 4:21 pm

i guess you might be right in saying the animations throw it off. but i'm usually just observing the scenery. i don't have much time to critique the animations, as most characters explode the instant i shoot at them. which also happens to be the instant i see them :-P.


i'm an anim8or and character modeler, and i'd like to improve content for the game, but it's really not as simple as it should be. ideally, it would be able to import from common 3D modeling and animation programs. and i dont mean just game modeling programs like gtkradiant. if you want good animators you look towards people who specialize in animation, not game design.

if anyone can find me a method to import animations and game models from blender, i'd be glad to contribute new models. and i'd be glad to make them movable at the hip if someone gives me the necessary specs to do so. I'd already started work on a new android robot model thing a while back ago. i think it came out to an acceptably low 800 polies. but i never got around to texturing or animating it, because it seemed like it would be a total pain.
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Postby HarryButt » Mon May 05, 2008 7:21 pm

Image
We need not less than this level of animation.
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Postby OverDriven » Thu Sep 11, 2008 8:20 pm

You've gotta be insane if you think Nex isn't pretty. If you are running it on a Geforce 5 series, you can't comment. I run it on high and ultra. It looks amazing...rivaling many current commercial games. The only thing that I think is lacking are the character models. They are bad...no doubt. Other than that, the game is gorgeous. The lighting, particles, bumps, reflections and movement are all FAR better than Unreal Tournament 2004, and that game is considered still to have pretty good graphics.
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Postby Tenshihan » Thu Sep 25, 2008 12:54 pm

OverDriven wrote:You've gotta be insane if you think Nex isn't pretty. If you are running it on a Geforce 5 series, you can't comment. I run it on high and ultra. It looks amazing...rivaling many current commercial games. The only thing that I think is lacking are the character models. They are bad...no doubt. Other than that, the game is gorgeous. The lighting, particles, bumps, reflections and movement are all FAR better than Unreal Tournament 2004, and that game is considered still to have pretty good graphics.

I agree with everything said there.

Nexuiz is definitely my fav game because of the realtime ambient lighting & textures alone, farless everything else about it like the gameplay options and gametypes, ...sure, the models could use some work, but that's what's fun about a FREE open source game, ...seeing the evolution of it all taking place, right before your eyes. Eventually someone who is awesome in modelling will come along with the incentive to beautifully fix the player-models & animations. We have everything else going for us, so it's just a matter of time.
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Re: How to improve Nexuiz visually?

Postby Clueless Newbie » Wed Oct 01, 2008 11:28 pm

qubodup wrote:Hi there,

At least a bunch of people think that Nexuiz is far from pretty, in the way Tremulous and Warsow are.

I can't be sure about this, as my Athlon XP 2600+ and GeForce 5200 Fx don't allow shaders and shadows without getting terrible fps.

I noticed one thing though: it seems that for example sidestep-animations are missing.

Is there an "art"-to-do list?

What other things should or could be improved visually in your humble opinion?

Do you agree that character animations is a problem?

Replying to a really old post here...

IMO, the "prettiness" of a game depends less on the capabilities of the engine and more on the skills of the content creators. If a game's maps are just a series of bland boring boxes with drab textures, then the most advanced game engine won't be able to make it look good. OTOH, you can make some really pretty stuff even with an old, outdated engine, You just have to learn how to work with the limits of a game engine instead of cursing them.
Having said that, I think Nex is a pretty decent game engine, It's not Id's newest and greatest, but it doesn't have to be in order to look good.

As for Warsow and Tremulous, I haven't played Warsow, but Tremulous did not strike me as a "pretty" game. Not much fun either.

And yes, I'd like a complete overhaul of the player models. I'd like more coherent models, maybe models that followed "themes" (alien sci-fi, undead, manga, clowns, etc), and better animations. Myself, I'd like the models be able to look up and down.
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Postby Sepelio » Thu Oct 02, 2008 12:02 am

Perhaps some way to incorporate flashing lights into the maps? I've not seen this feature around...
Possibly not the worst mapper in the world.

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